[Project] "Knee-Deep in ZDoom"

[Project] "Knee-Deep in ZDoom"

(A note from the management: this project is COMPLETED. The most recent version can be downloaded at Realm667; the original post is being preserved for historical purposes.)

Okay, yesterday, I was lying in my bed thinking about the 2 "Community Map Projects" and what else we could do as an great effort and demonstration of our skills and the features in ZDoom. This is when the following idea came to my mind:

Just imagine how id-software would have created their maps back in 199x when they already had the possibility of using ZDoom and it's great features, if they had already the chance to build almost limitless detail into their map, if they had already slopes, skyboxes and all the other great things, ZDoom offers.

Well, what I want to do is the following thing: We have E1M1 to E1M9, this means exactly 9 maps, totally underdetailed and not filled with a lot of crazy amazing features in it. This also means, that we have 9 slots, three persons for each map, makes 27persons (or lets say 27 slots so some persons may work on other maps also).

The plan is to add heavy detail to the old Episode 1 maps, to add new ZDoom features, (also some new enemies from the monster pack) and also to add new rooms and quests to the old phobos bases (also textures, the one from Nightmares texture packs might fit best!!!), maybe also add new (but still doomish) music tracks to the maps to spice them up!

When creating this idea, I thought on a timeline of exactly 3 weeks, one week for each slot, three weeks for each map with 9 persons ore more being involved.

So this is what we need: + At least 8 new persons for the detail/room/texturing/zdoomfeature job (also able to do other things like decorating, music, mapinfo, etc.)+ Someone who can do a Patchwork out of all the maps (copy&paste small parts and reconnect them in a new map) to make a CREDITS cutscene+ Musician who can search or do 9 tracks in 3 - 4 weeks+ ... anything else?

Something Important to Read For Participants!!!This project is supposed to be something very high-quality-ish - as it is supposed to be - so please don't participate, if you are not able to even hold the Episode1 detail/style, BUT participate if you an contribute in any other way (just tell me!)

By the way, this time, I will always update the first page so you won't have to search through the complete thread to find any updates!

Update August 24th- Texture resources available http://home.arcor.de/tormentor667/kdizd ... XTURES.ZIP- Monster resources available [download below]Work with these resources, don't alter them. If you add new stuff, add it into the level wad directly and add some documentation about it in a text-file!

Some Editing Extra info for all those who are not sure about the rules- Feel free to do anything with the map... [this includes:]+ Adding new doomish rooms+ Add lots of detail to old rooms+ Change the supposed ways of playing the map (change keys, remove keys, add new switches for new/old doors)+ Change textures+ Also enhance rooms (if they are too small to add detail & stuff, enlarge them, no problem about it, as long they loo similar to their originals)+ Add new enemies (the GiestBoss to E1M5! This is now my decision!)- ...as long as the following standards and rules are not broken in any way:+ Map must look like an E1 map (no hell textures or things like that, Nightmares new textures from the texture pack (E5) are okay!+ Other players must be able to recognize the originals without thinking that long. The map must be familiar to us!+ If you add new stuff to your map which is not already in the resource wad, add it to your map wad. (textures ONLY between TX_START and TX_END, everything else will be deleted and your map may be rejected because of missing dat)+ If you add new GFX, Sprites or other things which will overwrite originals, ask for it in this thread!!!...if some more rules come to my mind, I will change this!

Update Septembre 8thJust some small info on the week-plans: On every last day of the 3 weeks, I want every participants of each week to upload his altered map to some (free)webspace so everyone else can download it, take a look at it and give some feedback. Also I want to look at the maps so I can tell people what to do and how to work on the following week on their map, just to keep some guidance to keep the main style and stuff.First Week End Day: Septembre 10thSecond Week End Day: Septembre 24thThird Week End Day: Octobre 7thI don't want anyone to be to late with submitting their map, I hate tardiness and I am going to be very very evil, if someone misses his day, so be accurate!!!!!!!

Update September 16thWeek 2 has been expanded, look above for more details!

Update November 21th3 lates files for you to get: 1. New resource, 2. Music resource and 3. final E1M8, all here:viewtopic.php?p=76438#76438

Update December 1stVery important for non-teammates: If you want to speed up the work on this project, DONT DOWNLOAD DEVELOPEMENT FILES FROM MY SERVER, because I just have one gb traffic and if this traffic is gone, we have to wait for the next month, so I can upload the real big resource and map stuff!

Update January 17thOkay, it was meant to end after Round 2 but unfortunately, we need another round to polish things up and finalize our mammoth!viewtopic.php?p=88093#88093(if you work in Round 3, check here for the latest list of slots and also rules for your weeks!!!)And some important words can be found here:viewtopic.php?p=88926#88926(read them or die!)

Posted: Sat Aug 21, 2004 11:57 am

by cccp_leha

I'm in, preferably somewhere on the E1M1 area. And to add to that, I really like the E1 style so I should not be held back by anything. About the Doom 1 textures, why not simply use doom1_2.wad?

Posted: Sat Aug 21, 2004 12:08 pm

by Tormentor667

Sounds great, leha Ok, you are first in E1M1 Any other map you are interested?

Posted: Sat Aug 21, 2004 12:13 pm

by cccp_leha

Yes. But I will get back to you on which ones. Also, you Tormentor are known for your desire of monsters (heh) but E1 was never on the level of anything even close to TNT. What about that?

Posted: Sat Aug 21, 2004 12:34 pm

by Tormentor667

Well, yes E1 was never but we are going to compensate that now

Posted: Sat Aug 21, 2004 12:49 pm

by mephisto

I'm in. E1M2 week 1 please. Wait, do we recreate the maps from scratch or just add to them?

Posted: Sat Aug 21, 2004 12:54 pm

by Tormentor667

@mephisto - We add new rooms, we add detail, we add effects and we expand the map this way in every single aspect And ok you're in!

Posted: Sat Aug 21, 2004 1:31 pm

by cccp_leha

@Tormentor: do you think we could keep it at least somewhat at the E1 level, i.e. no cacos in E1M1, mostly zombies, imps and demons, stuff like that? About the music, if you are willing to stick with MIDI's (hey, it is E1 after all ), I can do them. Stylistically, I think they [will] fit well with the original E1 style.

Posted: Sat Aug 21, 2004 1:36 pm

by wildweasel

As much as I'd love to participate, I'm not even very good with mapping yet, and I'm sure that since this is an E1-themed wad, you won't be looking for weapons replacements, sound effects, and the like.

Posted: Sat Aug 21, 2004 1:54 pm

by mephisto

Alright, I've done some work and thinking already on E1M2. I'm gonna bring the red key outside and the old red key area will have a switch that opens the wall outside. Of course, I will remove the old switch that opened the wall.

And here's an unimpressive screenshot from my work so far. (Haven't messed around with the items yet)

EDIT: If you feel that the texturing is not E1-ish then I'll change some stuff.

@cccp_leha - Yes, why not making midis? I never said, we have to do OGGs or MODs About the monster thing: Yes, you are absolutely right, no Cacos or other "hellish" stuff, I think it would be best, if we just add Zombies (humans.wad out of the monster wad) and some "Baron" variants (out of monsters.wad).

@dochist - Well, I already thought about doing this for the complete Episodes, 1-4, but I thought, the Episode 1 ones are the most simple ones and everyone knows them what makes the work itself much easier. Not interested in participating?